Vampire

Humanoid, Vampire, Undead, Any Race; Average

Stats

CharacteristicValueAttributeValueSkillValue
Strength40Hit Points32Combat80
Endurance60Wound Thr.16Magic70
Agility50Magicka40Evade60
Intelligence40Stamina6Observe70
Willpower50Initiative+14Stealth80
Perception50Action Pts.3Knowledge60
Personality30Speed14mSocial50
Morale65SizeStd.Physical60

Weapons & Armor

  • • Claws: 1d4; Slashing, Magic; 1m Reach
  • • Fangs: 1d8; Splitting, Magic, Feed; 1m Reach
  • Has one of:
  • • Steel Longsword: 1d8(1d10)+1; Slashing; Reach 2m, 1.5H
  • • Steel Battle Axe: 1d8(1d10)+1; Splitting, Unwieldy; Reach
  • 2m, 1.5H
  • • Steel Warhammer: 1d8(1d10)+1; Crushing, Unwieldy;
  • Reach 2m, 1.5H
  • Also has:
  • • Partial Vampiric Armor: AR 5 / 1 Magic; Medium, Magic
  • • Cloth Cloak: Used to conceal themselves from natural
  • daylight.

Special Abilities

  • • Feed (1 AP): The vampire feeds on a restrained, helpless, or
  • enthralled target as a standard attack with their fangs, re-
  • gaining HP equal to the damage dealt after mitigation. If a
  • point of damage is dealt successfully, the target’s Endurance
  • characteristic is reduced by 10 until after their next long
  • rest. The vampire can choose to use this ability to Coup de
  • Grâce the target as long as the conditions are met, in which
  • case they regain the target’s remaining HP. Doing so costs
  • 2 AP and the vampire cannot take actions until their AP is
  • refreshed.
  • • Exsanguinate (2 AP): The vampire can use their fangs to
  • Coup de Grâce the target as long as the conditions are met,
  • in which case they regain the target’s remaining HP. After
  • doing so, the vampire loses any remaining AP for the round.
  • • Vampiric Drain (1 AP + 11 MP): As a primary action, the
  • vampire attacks, dealing 2d6 magic damage to a target within
  • 4m, restoring their own HP by the amount of damage
  • successfully dealt (after any reduction). If this spell is affecte
  • by a reflect spell or effect, it has no net effect.
  • Encountering Vampires
  • More experienced in the foul gifts of their curse, Vampires have
  • learned to control their powers and use them to further their
  • own goals. Many Vampires live on the fringes of society, living
  • as outcasts amongst their own kind and preying upon any
  • unfortunate mortal who they come across. Others integrate
  • themselves into Tamrielic society, living relatively normal lives
  • and feeding in secret. Many Vampires will seek power and
  • dominion over others, perhaps influenced by Molag Bal’s curse,
  • and will have a retinue of weak-willed thrall in their service.
  • While not at the apex of their power, Vampires can still prove
  • to be a dangerous threat to low-level parties who are unprepared
  • to face them. They are often smart and selfish, but typically find
  • themselves living in covens of their own kind in service to a
  • stronger, more powerful vampire. Others may be upstanding
  • members of society with a dark secret. In combat, Vampires are
  • often “spell swords,” using both martial combat and blood-magic
  • to dispatch their foes.
  • Master Vampire S
  • Experienced, charismatic, and deadly, these bloodthirsty undead
  • will stop at nothing to maintain and increase their dark power.

Encountering Vampire

• Bat Form (1 AP + 1 SP): As a Secondary Action, the Vampire gains the Flyer (10) trait, changes their size to Tiny (-20 to en hit by larger characters or at range), and reduces their max HP to 5. This effect ends after 3 rounds unless the character spends 1 SP, which refreshes the effect for another 3 rounds. This ability ends immediately and the Vampire reverts to their true form if the HP is reduced to 0. Traits • Sun-Scarred (3): Any damage inflicted on a character with this trait after mitigation by an attack that counts as sunlight is increased by 3 before calculating the effects of the damage. If this character is exposed to normal sunlight they lose 1 SP each hour. Cloud cover or other such weather halves the rate of SP loss. The character must spend an hour in a dark place before they can remove levels of fatigue/regain SP lost in this manner. • Dawn-Cursed (2): While in direct sunlight, the character suffers 2 damage per round which ignores all damage miti- gation. If the character covers themselves completely with clothing and a hood with sufficient coverage, this damage is reduced to 2 per hour in the sunlight. • Dark Sight • Weakness (Fire, 2) • Resist Normal Weapons (3) • Undead • Diseased (-20, Vampiric Strain) Spells • Frost Bite 5: 11 MP; 2d6 Frost; Attack, Overload (+WpB to Damage), Melee (1m) • Frost Bolt 3: 8 MP; 1d8 Frost; Ranged (100m), Overload (+WB to Damage), Attack • Paralyze 2: 18 MP; Upkeep, Direct, Attack; Target character within 50m must test Wp at +10 or be Paralyzed for 1 round. • Silence 4: 16 MP; Upkeep, Direct, Attack; Target character within 50m must test Wp at -10 or be Silenced for 1 round. Variant: Bloodkin Vampire Choose a Bloodline from the Rules Compendium. Bloodkin Vampires gain a passive ability from the chosen bloodline. Additionally, they gain the corresponding bloodline power and talent from the Child of the Night Elite advance. d 153 GMs running campaigns involving Vampires should take the time to consider the context in which their party will face them; will the party face a cave full of these bloodthirsty undead outright, or will they instead be investigating mysterious disappearances and blood-drained bodies with no obvious culprit in sight? GMs should not be afraid to get creative to make their Vampires unique and to craft encounters appropriate for their party or game-style.

Loot

  • A Character can make a +0 Alchemy test to harvest a portion
  • of “Vampire Dust”, which is a Very Rare Illusion or Restora-
  • tion Ingredient, chosen when the vampire dust is used.
  • pecial Abilities
  • Feed (1 AP): The vampire feeds on a restrained, helpless, or
  • enthralled target as a standard attack with their fangs, re-
  • gaining HP equal to the damage dealt after mitigation. If a